I'll check this soon, but, to me it sounds like your on to something indeed. What I find a bit disturbing though is that in wrd1972 there is also a intro sound imported that plays at start of the game and that too is very low. That isn't rom related, so, my way of seeing it is that it will most probably effect many tables, ie originals.
There is no doubt that something changed from 10.6.1 to the first beta. I hope that Toxie knows what this might be. Thank you very much for testing and verifying what I've been saying.
I would have to look at the specific table
You say it is called wrd1972? I will look at it later
In older tables i will mention something i run into a lot
total lack of the SSF type sound routines in the supporting sounds area, combined with stereo files set as table
I am not totally sure what VPX attempts to do when the line says playsound soundFX, i do not know if it attempts to do something positionally or not.
If it does, it does not do a good job of it.
but i know that a sound that is stereo, and is forced to try to play based on an X/Y position does not come out right, which is kind of expected as far as 3d game audio engines go.
What i wind up seeing in vpx 10.7 is a sound that comes out someplace that i dont expect, like left flipper coming out at the rear of the table, on the wrong side
and maybe the volume is not right even.
Those tables, i generally put in the code for the sound functions so we can pan and fade to table objects or ball position
I export all of the mechanical, or table positional sounds, and run them through audacity.
Any that are stereo, i split to mono, and delete the side with the lowest attenuation.
I also usualy attenuate them all to 0dB (personal choice, i hate quiet stuff, i can turn it down in script, i cant make it louder than it is)
Then reimport them
Then i will usually run through the script and make sure that flippers bumpers kickers slingshots, spinners and anything else that should be distinctly positional
is set to audiopan/audiofade to that object, for slingshots, i pan to the little kicker arm since prims are a valid X/Y source and Walls\Rubbers are not
If i see any sounds that are distinctly backbox, like pseudo ROM sounds, i will usually set them to backbox - rear (as 10.7 can actually use backbox any speaker available)
so that they play ROM like, from the place you would be hearing PinMAME play from.
But these, for me anyways, have been tables that mostly began a number of years ago, and while some have updated since, it looks to be art and physics updates
and the audio does not seem to have been looked at as far as thinking about SSF and such.
Maybe SSF did not work back then, or was not exactly being used?
There are even brand new tables we are getting now that have no audio consideration for SSF, table is set up for running on 2 speakers only
got a couple yesterday.
I suppose it is possible that 10.6 may do better in that type of situation?
maybe it has some kind of fall back to it
and it also understands a lot less about your audio capabilities to go looking at
10.7 could play a table whose audio was designed by Lucas, if you let it